Remove redundant _canDo and cursorTarget checks in selfActions

Vanilla commit:

dfb199fbc3
This commit is contained in:
ebaydayz
2016-10-08 15:36:38 -04:00
parent 534abdbdf0
commit e6d1e0050d

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@@ -539,9 +539,9 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
/*
//Carbomb
_hasCarBomb = "ItemCarBomb" in _magazinesPlayer;
if (((cursorTarget isKindOf "Car") || (cursorTarget isKindOf "Air") || (cursorTarget isKindOf "Motorcycle")) && _hasCarBomb) then {
if (((_cursorTarget isKindOf "Car") || (_cursorTarget isKindOf "Air") || (_cursorTarget isKindOf "Motorcycle")) && _hasCarBomb) then {
if (s_player_attach_bomb < 0) then {
s_player_attach_bomb = player addAction [localize "str_bombAttach", "\z\addons\dayz_code\actions\player_attach_bomb.sqf",cursorTarget, 3, true, true];
s_player_attach_bomb = player addAction [localize "str_bombAttach", "\z\addons\dayz_code\actions\player_attach_bomb.sqf",_cursorTarget, 3, true, true];
};
} else {
player removeAction s_player_attach_bomb;
@@ -574,17 +574,17 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
};
/* //Vanilla base building currently not used in Epoch
// House locking and unlocking
_isHouse = (typeOf cursorTarget) in ["SurvivorWorkshopAStage5", "SurvivorWorkshopBStage5", "SurvivorWorkshopCStage5"];
_isGate = (typeOf cursorTarget) in ["WoodenGate_1","WoodenGate_2","WoodenGate_3","WoodenGate_4","MetalGate_1","MetalGate_2","MetalGate_3","MetalGate_4"];
_isFence = (typeOf cursorTarget) in ["WoodenFence_1","WoodenFence_2","WoodenFence_3","WoodenFence_4","WoodenFence_5","WoodenFence_6","MetalFence_1","MetalFence_2","MetalFence_3","MetalFence_4","MetalFence_5","MetalFence_6","MetalFence_7"];
_isHouse = _typeOfCursorTarget in ["SurvivorWorkshopAStage5", "SurvivorWorkshopBStage5", "SurvivorWorkshopCStage5"];
_isGate = _typeOfCursorTarget in ["WoodenGate_1","WoodenGate_2","WoodenGate_3","WoodenGate_4","MetalGate_1","MetalGate_2","MetalGate_3","MetalGate_4"];
_isFence = _typeOfCursorTarget in ["WoodenFence_1","WoodenFence_2","WoodenFence_3","WoodenFence_4","WoodenFence_5","WoodenFence_6","MetalFence_1","MetalFence_2","MetalFence_3","MetalFence_4","MetalFence_5","MetalFence_6","MetalFence_7"];
//Only the owners can lock the gates
_isLockableGate = (typeOf cursorTarget) in ["WoodenGate_2","WoodenGate_3","WoodenGate_4","MetalGate_2","MetalGate_3","MetalGate_4"];
_isUnlocked = cursorTarget getVariable ["isOpen","0"] == "1";
_isLockableGate = _typeOfCursorTarget in ["WoodenGate_2","WoodenGate_3","WoodenGate_4","MetalGate_2","MetalGate_3","MetalGate_4"];
_isUnlocked = _cursorTarget getVariable ["isOpen","0"] == "1";
//Allow the gates to be opened when not locked by anyone
_isOpen = ((cursorTarget animationPhase "DoorL") == 1) || ((cursorTarget animationPhase "DoorR") == 1);
_isClosed = ((cursorTarget animationPhase "DoorL") == 0) || ((cursorTarget animationPhase "DoorR") == 0);
_isOpen = ((_cursorTarget animationPhase "DoorL") == 1) || ((_cursorTarget animationPhase "DoorR") == 1);
_isClosed = ((_cursorTarget animationPhase "DoorL") == 0) || ((_cursorTarget animationPhase "DoorR") == 0);
//[["ownerArray",["PID"]]]
_ownerArray = _cursorTarget getVariable ["ownerArray",["0"]];
@@ -592,78 +592,78 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
_ownerPID = (_ownerArray select 0);
// open Gate
if (_isGate && _isClosed && _isUnlocked && _canDo) then {
if (_isGate && _isClosed && _isUnlocked) then {
if (s_player_openGate < 0) then {
s_player_openGate = player addAction [localize "STR_BLD_ACTIONS_OPENGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Open"], 1, true, true];
s_player_openGate = player addAction [localize "STR_BLD_ACTIONS_OPENGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Open"], 1, true, true];
};
} else {
player removeAction s_player_openGate;
s_player_openGate = -1;
};
// Close Gate
if (_isGate && _isOpen && _isUnlocked && _canDo) then {
if (_isGate && _isOpen && _isUnlocked) then {
if (s_player_CloseGate < 0) then {
s_player_CloseGate = player addAction [localize "STR_BLD_ACTIONS_CLOSEGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Close"], 1, true, true];
s_player_CloseGate = player addAction [localize "STR_BLD_ACTIONS_CLOSEGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Close"], 1, true, true];
};
} else {
player removeAction s_player_CloseGate;
s_player_CloseGate = -1;
};
// Set
if ((_isHouse or _isLockableGate) && (_ownerPID == (getPlayerUID player)) && !_isUnlocked && _isClosed && _canDo) then {
if ((_isHouse or _isLockableGate) && (_ownerPID == (getPlayerUID player)) && !_isUnlocked && _isClosed) then {
if (s_player_setCode < 0) then {
s_player_setCode = player addAction [localize "STR_BLD_ACTIONS_SETLOCKCODE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Set"], 1, true, true];
s_player_setCode = player addAction [localize "STR_BLD_ACTIONS_SETLOCKCODE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Set"], 1, true, true];
};
} else {
player removeAction s_player_setCode;
s_player_setCode = -1;
};
//Lock Build point
if ((_isFence or _isGate) && (_ownerPID == (getPlayerUID player)) && !_ownerBuildLock && _canDo) then {
if ((_isFence or _isGate) && (_ownerPID == (getPlayerUID player)) && !_ownerBuildLock) then {
if (s_player_BuildLock < 0) then {
s_player_BuildLock = player addAction [localize "STR_BLD_ACTIONS_LOCKBUILD", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"BuildLock"], 1, true, true];
s_player_BuildLock = player addAction [localize "STR_BLD_ACTIONS_LOCKBUILD", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"BuildLock"], 1, true, true];
};
} else {
player removeAction s_player_BuildLock;
s_player_BuildLock = -1;
};
//UnLock Build point
if ((_isFence or _isGate) && (_ownerPID == (getPlayerUID player)) && _ownerBuildLock && _canDo) then {
if ((_isFence or _isGate) && (_ownerPID == (getPlayerUID player)) && _ownerBuildLock) then {
if (s_player_BuildUnLock < 0) then {
s_player_BuildUnLock = player addAction [localize "STR_BLD_ACTIONS_UNLOCKBUILD", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"BuildUnLock"], 1, true, true];
s_player_BuildUnLock = player addAction [localize "STR_BLD_ACTIONS_UNLOCKBUILD", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"BuildUnLock"], 1, true, true];
};
} else {
player removeAction s_player_BuildUnLock;
s_player_BuildUnLock = -1;
};
// Unlock Gate/House
if ((_isHouse or _isLockableGate) && !_isUnlocked && _isClosed && _canDo) then {
if ((_isHouse or _isLockableGate) && !_isUnlocked && _isClosed) then {
if (s_player_unlockhouse < 0) then {
s_player_unlockhouse = player addAction [localize "STR_BLD_ACTIONS_UNLOCKGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Unlock"], 1, true, true];
s_player_unlockhouse = player addAction [localize "STR_BLD_ACTIONS_UNLOCKGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Unlock"], 1, true, true];
};
} else {
player removeAction s_player_unlockhouse;
s_player_unlockhouse = -1;
};
// Lock Gate/House
if ((_isHouse or _isLockableGate) && _isUnlocked && _isClosed && _canDo) then {
if ((_isHouse or _isLockableGate) && _isUnlocked && _isClosed) then {
if (s_player_lockhouse < 0) then {
s_player_lockhouse = player addAction [localize "STR_BLD_ACTIONS_LOCKGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[cursorTarget,"Lock"], 1, true, true];
s_player_lockhouse = player addAction [localize "STR_BLD_ACTIONS_LOCKGATE", "\z\addons\dayz_code\actions\player_operate.sqf",[_cursorTarget,"Lock"], 1, true, true];
};
} else {
player removeAction s_player_lockhouse;
s_player_lockhouse = -1;
};
//Break In
if ((_isHouse or _isLockableGate) && (_ownerPID != (getPlayerUID player)) && !_isUnlocked && _canDo) then {
if ((_isHouse or _isLockableGate) && (_ownerPID != (getPlayerUID player)) && !_isUnlocked) then {
if (s_player_breakinhouse < 0) then {
s_player_breakinhouse = player addAction [localize "STR_BLD_ACTIONS_BREAKIN", "\z\addons\dayz_code\actions\player_breakin.sqf",cursorTarget, 1, true, true];
s_player_breakinhouse = player addAction [localize "STR_BLD_ACTIONS_BREAKIN", "\z\addons\dayz_code\actions\player_breakin.sqf",_cursorTarget, 1, true, true];
};
} else {
player removeAction s_player_breakinhouse;
s_player_breakinhouse = -1;
};*/
if ((_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") && {_canDo && speed player <= 1}) then {
if ((_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") && {speed player <= 1}) then {
_isOwner = [player, _cursorTarget] call FNC_check_access;
_allowed = ((_isOwner select 0) or (_isOwner select 2) or (_isOwner select 3) or (_isOwner select 4));
if (DZE_permanentPlot) then {
@@ -730,7 +730,7 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur
};
_attached = _cursorTarget getVariable["attached",false];
if (_found && {_allowTow} && {_canDo} && {!(locked _cursorTarget)} && {!_isPZombie} && {typeName _attached != "OBJECT"}) then {
if (_found && {_allowTow} && {!locked _cursorTarget} && {!_isPZombie} && {typeName _attached != "OBJECT"}) then {
if (s_player_heli_lift < 0) then {
s_player_heli_lift = player addAction [localize "STR_EPOCH_ACTIONS_ATTACHTOHELI", "\z\addons\dayz_code\actions\player_heliLift.sqf",[_liftHeli,_cursorTarget], -10, false, true];
};